Saveload: Store NewGRF name in savegame, include in missing GRF message
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@@ -644,6 +644,21 @@ const char *GetGRFStringFromGRFText(const GRFTextList &text_list)
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return default_text;
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}
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const char *GetDefaultLangGRFStringFromGRFText(const GRFTextList &text_list)
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{
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const char *default_text = nullptr;
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for (const auto &text : text_list) {
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/* If the current string is English or American, set it as the
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* fallback language if the specific language isn't available. */
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if (text.langid == GRFLX_UNSPECIFIED || (default_text == nullptr && (text.langid == GRFLX_ENGLISH || text.langid == GRFLX_AMERICAN))) {
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default_text = text.text.c_str();
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}
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}
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return default_text;
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}
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static std::array<std::pair<uint16, const char *>, 16> _grf_string_ptr_log;
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static unsigned int _grf_string_ptr_log_next = 0;
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@@ -659,6 +674,11 @@ const char *GetGRFStringFromGRFText(const GRFTextWrapper &text)
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return text ? GetGRFStringFromGRFText(*text) : nullptr;
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}
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const char *GetDefaultLangGRFStringFromGRFText(const GRFTextWrapper &text)
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{
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return text ? GetDefaultLangGRFStringFromGRFText(*text) : nullptr;
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}
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/**
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* Get a C-string from a stringid set by a newgrf.
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*/
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